-- | Gloss hides the pain of drawing simple vector graphics behind a nice data type and-- a few display functions. ---- Getting something on the screen is as easy as:---- @-- import Graphics.Gloss-- main = `display` (InWindow \"Nice Window\" (200, 200) (10, 10)) `white` (`Circle` 80)-- @---- Once the window is open you can use the following:---- * Quit - esc-key.---- * Move Viewport - left-click drag, arrow keys.---- * Rotate Viewport - right-click drag, control-left-click drag, or home\/end-keys.---- * Zoom Viewport - mouse wheel, or page up\/down-keys.---- Animations can be constructed similarly using the `animate`.---- If you want to run a simulation based around finite time steps then try-- `simulate`.---- If you want to manage your own key\/mouse events then use `play`.---- Gloss uses OpenGL under the hood, but you don't have to worry about any of that.---- @Release Notes:---- For 1.6.0:-- Thanks to Anthony Cowley-- * Full screen display mode.-- -- For 1.5.0:-- * O(1) Conversion of ForeignPtrs to bitmaps.-- * An extra flag on the Bitmap constructor allows bitmaps to be cached-- in texture memory between frames.---- For 1.4.0:-- Thanks to Christiaan Baaij: -- * Refactoring of Gloss internals to support multiple window manager backends.-- * Support for using GLFW as the window library instead of GLUT.-- GLUT is still the default, but to use GLFW install gloss with:-- cabal install gloss --flags=\"GLFW -GLUT\"-- @---- For more information, check out <http://gloss.ouroborus.net>.--moduleGraphics.Gloss(moduleGraphics.Gloss.Data.Picture,moduleGraphics.Gloss.Data.Color,Display(..),display,animate,simulate,play)whereimportGraphics.Gloss.Data.DisplayimportGraphics.Gloss.Data.PictureimportGraphics.Gloss.Data.ColorimportGraphics.Gloss.Internals.Interface.DisplayimportGraphics.Gloss.Internals.Interface.AnimateimportGraphics.Gloss.Internals.Interface.SimulateimportGraphics.Gloss.Internals.Interface.Game